This map is based on a deathmatch
map, and therefore all the problems of having
DM's unlimited interconnectivity are going
to apply here. Overall it's been poorly
recieved, although it says in the readme
that it is perhaps not a regular style SP,
but still a blast. What's the verdict here?
Somewhere in the middle ground between the
two. No, it does not suck, and no, it is
not a blast.
Charmhood is built up of wood and metal,
of green, gray, and blue. It looks cool,
very stylish, and it definately has Kona's
usual two-leveled layout style. Attention
to detail is apparent in the architecture,
and though the map is not very large, there
is enough breathing room in the areas that
there are. I was surprised that the map
didn't really have a point that felt 'central'
- for some reason I suppose I expected it
would. Anyway, though the architecture was
very well executed, I didn't like the theme
too much.
Gameplay was somewhat interesting because
the whole level is really small compared
to most other Q1SPs and it depends on monsters
teleporting in to keep you challenged. Ammunition
and supplies are plentiful - very much so
- but you have to be careful not to accidentally
grab something before you need it. Fighting
the monsters is entertaining, but lacks
the atmosphere of discovering a new area
with newly placed enemies. The level's goal
is to find four Runes, after which the exit
is revealed.
Charmhood is neither so awesome that you
must have it nor so horrible that it's not
even worth bothering with. I would recommend
trying it out for yourself; personally,
I found it decent, but not outstanding.
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